0
votes
0answers
22 views

Data structure for storing game objects in a tile based game [on hold]

This is my first time developing a game using C++, so I want to do it right. I decided to start with a tile based game since it has always seemed simpler to me. Previously the way I managed objects ...
0
votes
1answer
53 views

Possibly a more efficient way to structure my game's map?

I need a little help with structuring my map. I want to make it efficient but I'm not sure if there's a better way to do this: public class Map { Chunk[][] Chunks; Object[] Objects; } public ...
0
votes
1answer
120 views

How to store NPC movement data?

In my 2D tile-based game, I have NPCs that move around on a fixed path. I am putting the information about the NPCs in a .plist file that is loaded on startup. The thing is, I'm not sure how to format ...
8
votes
2answers
831 views

In a 2D tile-based game, how should NPCs and tiles reference each other?

I'm making a tile engine for 2D games (seen from the top). Basically the world is composed of a grid of tiles. Now I want to put for instance NPCs that can move on the map. What do you think is ...
3
votes
1answer
750 views

Implementing a tile-based game

Which data structure should be best used to store a pile of tiles from which a player can pick a random tile?
6
votes
5answers
4k views

Alternative to 2D array in a tiled-map structure

After searching for a long time, I'm surprised this question was not asked yet. In a 2D, tiled-map game, how do you handle the map ? I'd be glad to have your point of view in any languages, though I'm ...
8
votes
3answers
582 views

Should I share the same tile structure for display and pathfinding?

I know how to display a 2D map with tiles. I know how to make a pathfinding algorithm using A*. Those two things demand a structure or a class. My question is : do you use the same structure for ...